Timeline for Isometric - precise screen coordinates to isometric
Current License: CC BY-SA 3.0
11 events
when toggle format | what | by | license | comment | |
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Jul 21, 2013 at 23:28 | answer | added | Jyro117 | timeline score: 1 | |
Apr 10, 2013 at 17:56 | review | Close votes | |||
Apr 20, 2013 at 3:02 | |||||
Feb 3, 2013 at 13:07 | history | tweeted | twitter.com/#!/StackGameDev/status/298055133382729728 | ||
Dec 11, 2012 at 11:00 | history | edited | Rawrz | CC BY-SA 3.0 |
added 221 characters in body
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Dec 11, 2012 at 10:41 | comment | added | Laurent Couvidou | @Rawrz Remember to post an answer when you find your solution! | |
Dec 11, 2012 at 10:25 | comment | added | Rawrz | Ah, I had though that might be the right way, It follows the mouse more closely than my other attempts, but its still off a bit. Guessing a bug lies elsewhere in my code, I'll just keep looking, thanks =o | |
Dec 11, 2012 at 10:07 | history | edited | Laurent Couvidou | CC BY-SA 3.0 |
Formatting
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Dec 11, 2012 at 10:02 | comment | added | ccxvii | You already have the solution. Just drop the Math.round call and use floats for tileX and tileY. | |
Dec 11, 2012 at 10:00 | comment | added | Liosan | What do you mean by "more precise"? Coordinates within a tile? How would such coordinates look like? | |
Dec 11, 2012 at 9:03 | review | First posts | |||
Dec 11, 2012 at 10:07 | |||||
Dec 11, 2012 at 8:44 | history | asked | Rawrz | CC BY-SA 3.0 |